﻿Shader "Example01/15正弦函数"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Speede("Speede",Range(1,10)) = 1
    }
    SubShader
    {
        Tags
        { 
            "Queue" = "Transparent"
            "RenderType" = "Transparent"
            "PreviewType" ="Plane"
        }
        
        Cull Off
        Lighting Off
        ZWrite Off
        Blend SrcAlpha OneMinusSrcAlpha
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }

            float _Speede;
            sampler2D _MainTex;

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.uv);
                // 正弦函数 详情可以百度 还有个余弦函数
                // 可以用来制作一些闪烁的光效等
                col.a *= max(0,sin(_Time.y * _Speede));
                return col;
            }
            ENDCG
        }
    }
}